Pollution: Difference between revisions
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== Native life == | == Native life == | ||
* Pollution attracts [[Biter]] | * Pollution attracts [[Biter|Biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it. | ||
* [[Enemies#Spawner]] | * [[Enemies#Spawner|Spawners]] absorb pollution, but this increases their evolution-factor. | ||
== Pollution dissipation== | == Pollution dissipation== | ||
* slowly (0.6 units per tick) at every [[Chunk]] (32x32) of map it covers. So the more the pollution spreads, the more is absorbed. | * slowly (0.6 units per tick) at every [[Chunk]] (32x32) of map it covers. So the more the pollution spreads, the more is absorbed. | ||
* [[Tree]] | * [[Tree|Trees]] also absorb some pollution. | ||
* [[Enemies#Spawner]] | * [[Enemies#Spawner|Spawners]] absorb some pollution, but this will increase [[Difficulty#In freeplay|Difficulty]] by rising the [[Lua/Game#evolutionfactor|Evolution factor]]. | ||
* In [[Mods]] it is possible to build | * In certain [[Mods]] it is possible to build devices or trees which reduce pollution. | ||
== Modules == | == Modules == | ||
[[Module]] | [[Module|Modules]] that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory. | ||
== See also == | == See also == | ||
* [[Crafting network]] | * [[Crafting network]] | ||
* [[Module]] | * [[Module|Modules]] | ||
* [[Enemies]] | * [[Enemies]] |
Revision as of 20:20, 12 May 2014
Pollution is represented as an abstract "butt", calculated per chunk and visible on the minimap and Map, when Alternative view is on (default Alt-Key).
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.
Native life
- Pollution attracts Biters to your factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.
- Spawners absorb pollution, but this increases their evolution-factor.
Pollution dissipation
- slowly (0.6 units per tick) at every Chunk (32x32) of map it covers. So the more the pollution spreads, the more is absorbed.
- Trees also absorb some pollution.
- Spawners absorb some pollution, but this will increase Difficulty by rising the Evolution factor.
- In certain Mods it is possible to build devices or trees which reduce pollution.
Modules
Modules that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.